[MUD-Dev2] TECH: The maths behind 3D rendering ?

Jeffrey Kesselman jeffpk at gmail.com
Wed Feb 3 17:30:29 CET 2010


Apples and oranges I think.

He was asking specifically about the math, not program structure, so
I pointed him at the best math reference I know.

Is your book going to answer a question like "How do I get a three axis
rotation from a quaternion?"



On Tue, Feb 2, 2010 at 6:19 PM, Ricky C <ricky28269 at gmail.com> wrote:

> I wholeheartedly recommend this book: http://amzn.com/1592730051
>
> Part 2 starts at the basics and builds up a 3D engine from scratch, and
> continues into lessons on AI, collision detection, and eventually builds up
> to a shooter game. There is no DirectX or OpenGL in this book, no graphics
> libraries at all. The entire thing is handwritten, and the result is
> amazing.
>
> As long as you have knowledge of the Java language, I highly recommend this
> book for exactly what you're trying to do.
>
>
> On Tue, Feb 2, 2010 at 5:22 AM, Matt Owen <jaruzel at jaruzel.com> wrote:
>
> > Hi all,
> >
> > Bit of a strange one this. I like coding challenges, I also like
> > re-inventing the wheel for the sheer hell of it. :)
> >
> > I've been dabbling with writing a maze/D&D type game on Windows Mobile,
> and
> > I wanted to render the maze in 3D, first person Wolf3D/Doom style.
> Nothing
> > complicated, straight passages square rooms etc. no ups or down.
> >
> > Now I thought I knew the maths to make this happen, but i've become
> stuck,
> > i just can't get certain poylgons to render correctly. So I'm thinking I
> > need to read-up and find out what parts of the transformations i'm
> getting
> > wrong. My maths is pretty good, but I think I'm mis-remembering how to do
> > some things.
> >
> > I've tried to find stuff on the web, but everyone these days just talks
> > about using pre-supplied 3d engines or librarys with function names like
> > RenderFilledPolygon - which doesn't help me, especially considering the
> > target hardware I'm working on.
> >
> > So I'm wondering (as I know many of you are long term professional game
> > coders), whether someone can point me in the right direction of some
> > information on the maths behind 3D transformations, ie. point of origin
> > stuff, and vantage points etc ?
> >
> > Cheers,
> >
> > -Jar
> >
> >
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> >
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